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Copy of Sudoku Together - Win chance and Reward Tiers

Hien Hoang Trong

About

This diagram models the flow of gameplay and rewards by mapping real-world timing and game events onto simulation steps. It begins by defining the relationship between one simulation step and one minute of in-game time. A delay node combined with a dice-roll transfer models the length of each game session, producing a random duration between one and five minutes. This forms the black section on the left and establishes the foundation for all subsequent calculations in the simulation.

Once a game concludes, the diagram branches into outcome determination using random sorting gates. Each gate selects a single output path based on predefined probabilities that represent difficulty distribution: a 30% chance of entering an easy game with an 80% win rate, a 40% chance of entering a medium game with a 60% win rate, and a 20% chance of entering a hard game with a 30% win rate. These values are fully configurable through formulas on the resource connections. When the player wins, the green path continues into the reward-generation system, where a converter node transforms the “won game” resource into progress points—20 for easy, 50 for medium, and 100 for hard—stored in the Progress Points pool.

The final portion of the diagram evaluates whether the player has reached specific progress thresholds that unlock chests. Activator state connections check the required conditions, and when met, trigger chest-opening nodes that release rewards. In this template, those rewards are represented by two generic currencies, orange and blue. By running this model through Monte Carlo simulations, you can analyze how quickly players reach milestones on the event track and estimate the resulting in-game economy based on their performance and progression.

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This diagram is a forked version, originally created by
Catalin Ichim Systems Designer, docs
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